THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
[I’m sure you’re
thinking what I’m thinking: a gigantic “Caves of Chaos.” Well, that’s what I’m thinking at least.]
Seven Sisters
Myth: The Sisters found a
mad Wizard trying to dig up all of the gold in the land. They offered to help him, if he would help
them escape. With all of their magic,
they tunneled to the other side of the world, digging up all the gold. The Wizard grabbed the prettiest Sister, ran
down the tunnel, and collapsed it behind him.
There are a
multitude of Orc clans in the Outback, each with their own King. Most of the smaller clans are scavengers,
moving into an area, depleting its resources, and then moving on. They will also raid for substantial,
potential material gain. They are
constantly sending out scout parties for potential opportunities. A few large clans have made their permanent
residence in the Kalgoorie area. (They
extensively hunt the wildlife in the surrounding area for food.) Unfortunately, this is also the richest gold
deposit on the continent. They seem to
be determined to hold the mines in the face of continuing colonial incursions.
Orcs will fight
anyone, including each other, if not especially. Leadership is determined by direct challenge
to the death. The various clans are
combative against one another for territory and resources. They will work together if sufficiently
threatened, though the big egos of the kings ensure it won’t be a lasting
alliance. Orcs are strictly carnivores,
but they’re not picky about the quality of the meat or where it comes from. Their fellow Orcs are the last option, but
they aren’t shy about availing themselves of it if hungry enough. They can replicate once a month, if well
fed. It takes about two months for a new
Orc to mature.
In a fight, Orcs leaders
are quite stout and intelligent in tactics.
They will use ranged weapons, magic, and rushes to their advantage, and
are capable of flanking and encircling maneuvers. But they only plan once. They tend to stick to the plan, regardless of
results, as the leaders tend to overestimate their intelligence and
underestimate their foes. Worse, the
leaders tend to be at the forefront of any battle, often ensuring their own
quick deaths.
While not
fearless, leaderless Orcs tend to be undone in combat by their berserker
nature. Once they start fighting, they
will keep fighting until victorious or until they can no longer fight as a
unit. They will take captives and accept
surrender only if ordered (or stopped) by a powerful leader. They tend to over-extend themselves in battle
and be unable to hold what they take.
Orc Soldier
HD 1+1, Hp 5 (9
Sgt), AC 14 (Leather, Light Wooden Shield)
Fort +3, Ref +0,
Will –2
Melee: Short Sword +3 to hit 1d6+1
Ranged: Javelin +1 to hit 1d6
Your typical Orc
is just bright enough to follow orders (if given harshly enough). Without
strong leadership, Orcs tend to attack with reckless abandon when
confronted. Their joy in killing is
actually greater than their appetite.
Orc Officer
HD 3+1, Hp 15 (27
Cpt, Chieftain), AC 15 (Leather, Light Wooden Shield)
Fort +4, Ref +2,
Will +1
Melee: Longsword +5 to hit 1d8+2
Ranged: Short Bow +4 to hit 1d6, M
Smaller clans will
be lead by a Chieftain, while larger ones will have multiple Captains serving
their King. They are bigger and a bit
smarter than the average Orc.
Orc King
HD 5+1, Hp 45, AC
16 (Rough Hide, Light Wooden Shield)
Fort +5, Ref +3,
Will +2
Melee: Battleaxe +7 to hit 1d8+2
The biggest,
toughest, most disagreeable Orcs get to be King. The moment they lose their subjects’
confidence, the challenges will come.
The King must be killed in single combat for another to take the title.
Orc Shaman
HD 3+1 (d6), Hp
12, AC 15 (Leather), Enhanced Init +3
Fort +1, Ref +4,
Will +3
Melee: Dagger +1 to hit 1d4
Ranged: Short Bow +4 to hit 1d6, M
Spell Check +4, Save Against DC 14, up to 2
failed Spellchecks/encounter
DC 13 to cast
Magic Missile: 8
impact damage + Knocked down. (Ref Sv all damage) Short range.
DC 14 to cast
Acid Arrow: 8 acid
damage + -1 to non-Dex bonus AC. (Ref Sv all damage) Short range.
Magic knowledge is
passed down orally amongst Orcs with the casting ability, as they are all
illiterate. The focus is generally on
combat spells.
Ogre (Mutant Orc)
HD 4d8+11, Hp 29,
AC 16 (Hide Armor)
Fort +6, Ref +0,
Will +1
Melee: Greatclub +8 to hit 2d8+7
Ranged: Large Spear +1 to hit 1d12
Large, mutant Orcs with child-like intelligence, but very
cheerfully cruel. Natural bullies, but
cowardly if seriously hurt or intimidated.
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